Version 4 is out now. If you noticed in the comments, the changelog had already been posted. Since then, there have been further improvements, such as the addition of an FOV Slider and Mouse Smoothing checkbox to the options menu while changes have been made.

Major Changes

Introducing, Extra Missions! These are a second, Irrational-quality campaign of missions for you to explore. You will need to create a second campaign (in the menu) and select Extra Missions from the dropdown box (SWAT4 + TSS are selected by default). The Meat Barn Restaurant is the first mission to be unlocked.

CO-OP finally working. We've fixed a great deal of the co-op bugs and can confirm the game works over the network. The Join Game menu option now appears. When ready in CO-OP, you can hit a new NOT READY button to unready yourself. The response interface has been cleaned up. The optiwand is slightly better in laggy situations. Lastly, if you are the only one on a server, all votes will succeed.

Weight and Bulk System. Two new bars have been added to the equipment screen: Weight and Bulk. Weight indicates how heavy your equipment is, and slows you down. Bulk indicates how large your equipment is, and makes your interactions slower. Your weight is shown ingame on the HUD.

More Loadout Options. You may now pick how many magazines you want to bring, which affects your weight and bulk. Pistols can now be equipped in primary weapon slots.

New Ballistics System. Bullets are subject to drag (momentum/damage falloff over distance) and ricochet (bouncing off of hard surfaces). The Less Lethal Shotgun can now kill people at point blank range. Body Armor is much more effective; heavy armor has ceramic plates that may break with usage but otherwise is capable of stopping nearly any projectile in its tracks.

LEADER THROW commands. You will now see a new set of commands, such as "OPEN, LEADER AND CLEAR." These commands allow you to throw the grenade instead of the AI doing it. (Double entries only require one grenade)

Other minor features. You can now lock doors with the toolkit. The officer AI is much smarter, and won't form "death funnels" at doors as easily. Gangster AI types will sometimes hold their guns sideways. The console has been improved. An FOV slider and Mouse Smoothing checkbox have been added to the options menus, and a Take Screenshot keybind was added.

I wanted to add if there is a way for maybe a future version, to make it so that if a unit is out of a grenade, let's say a gas grenade, and they have a grenade launcher with that same grenade, can it be made so they deploy a grenade launcher CS into a room before clearing it? I tried and they said they were out of CS even though they still had a full grenade launcher.

We are discussing the Remake mod here and I'm defending your mod. Your mod has the awesome AI. Their mod has the awesome textures and graphics. Right now either mod doesn't share that. I play your mod because the AI is far superior.

Question... Do you have to have your guys check the lock, check for traps, and mirror each time to ensure there isn't a trap? I would like a one full option that checks for locks and traps. Or a mirror option that does it all. Because if there is a possibility for traps then obviously you would check for it all in one sweep and not three commands.

I was just curious if you had to do all three things to ensure that there was nothing on the door. Maybe check lock and check traps can be one item. Unless of course each one of those things is checking a different script and can't be merged. I think the coolest option is to now include lead as the person who throws the grenade. Sometimes I felt like I was not even there. Just giving commands to the team. Now I can be a part of the process if I wish.

I think i made a post on another section but I'm having issues with hostages being killed. I can not get passed the A-bomb night club without a hostage being killed. I think there is a serious game breaking bug in this mod with hostages. I just played the A-bomb mission using CS gas this time to gas every room because flashes and stingers were not doing it.

The bar area had a hostage ducking down and hiding behind it. I my team in there who secured it. Killed the bad guys and were protecting this hostage who did not surrender. Was being stubborn.

I send half my team through the back door to the loading docks and I hear gunfire. I see muzzle flashes where this hostage is. After a few moments they say mission failed. So I run into the loading dock area to find 1 bad guy who surrendered and was behind a concrete pillar. Not to mention the concrete wall between him and the hostage.

Then the next room over had one bad guy in it still armed. Still no way for him to shoot this hostage unless it was through a wall.

There was one bad guy at the alternate entrance and that was all that is left. So I have NO IDEA how a hostage was executed with TWO SWAT officers watching her who had her secured for a good minute before the other two went into the loading dock area.

Something is broken. Without AI wallhacking or something :P my officers shot that hostage or a script killed the hostage. I don't know but its preventing me from enjoying the mod. I've had a hostage killed EVERY time I've played this A-bomb mission.

I can't say I've ever had that issue. Maybe try and switch up your strategy a bit - my strategy usually involves wedging the front two doors and proceeding upstairs and around in an effort to try and flush any suspects into the little side room next to the stage.

Please do not dismiss my problem as an issue with tactics. I've played vanilla SWAT 4 and every mod since from the moment of release until now. I have never had any issues completing missions. Usually I personally can't stand having an officer get shot but the bad AI was always a problem. Answer me this..

1) Does the vanilla game allow bad guys to shoot hostages?
2) Does your mod allow bad guys to shoot hostages and/or did you mod those settings
3) What if somehow the AI SWAT officers were shooting the non compliant hostages in an error
4) What if somehow the scripting used to shooting hostages was broken and allowed for shooting through walls or impossible shots

I did the A-bomb night club without changing a single tactic by giving my team all beanbag shotguns. I did not get involved in the shooting of bad guys. I passed. Also the mission prior i kept having hostages die.

Now the next mission over and I had three SWAT officers die on me. It is like they hesitate too long. Bad guy will pretend to surrender, they will yell at him, he points a weapon and starts shooting, delay happens. SWAT team gets hurt/killed.

Some situations a flashbang or other device doesn't get everyone in the room and the AI should have been able to cover their own ***. It wasn't like they were ambushed. Each time the bad guy was in front of them. In their face.

2) In SEF, the delay between a suspect threatening a hostage and shooting is longer. Insane suspects (which aren't in A-Bomb) will shoot without hesitation at hostages and ignore LOS and distance checks when doing so (they still have to be aware of the SWAT presence)

3) That could be possible, although I'd have to see some video of them doing this to try and rule out other possible causes (like the AI trying to shoot a suspect that's behind them) and/or diagnose possible issues that might have lead to this (e.g, are they shouting at the civilian as if they had a gun? That would indicate that they might have gotten confused and were aiming at a civilian when they meant to be aiming at a suspect)

4) That would be a problem with ballistics, not a problem with AI. If you aren't able to shoot through walls with FMJ ammo (which is what the suspects use), neither can the suspects.

Thank you for taking the time to respond. I want your mod and the future of SWAT 4 to be awesome.

1) Never lost a hostage except maybe to myself shooting one by mistake. On vanilla or mods that I can remember
2) It would seem that those bad guys would be forced in later missions and therefore possibly be game breaking. I don't understand why you would break logic/realism for difficulty sake. It is already difficult enough having my SWAT officers hesitate and get shot plus the hostage problem.

3) I'm having weird scenarios happen that I can not explain with hostages. I can make all the videos in the world but I do not have editing software to compress it for upload. I use to make youtube videos but I don't have anything for that anymore.

In my last scenario explained the bad guys were all dead with my swat team in there. The hostage was refusing to give up. They yelled at the hostage a few times and it got quiet. At the time I didn't know there was a non compliant hostage there. I sent part of the team to clear another room. I heard and saw muzzle flashes through the wall and the hostage died. No bad guys around, me and two swat guys standing in that room. The other swat team in the other room shooting it out with a bad guy who ended up surrendering.

I would really appreciate if someone could fine tooth comb the hostage shooting code you are using and make sure nothing is bugged. I feel with my experiences there is no way in hell I could lose this many hostages especially that one scenario

4) I doubt its ballistics and I think its the hostage script or something. I have done some modding, scripting of things in the past but have nowhere near the knowledge that you or many others do.

All I am saying is that there has to be something wrong. I can't be the only one losing hostages left and right while never having an issue in another mod.

Also i understand people play differently but i refuse to play a campaign running around with less lethal only just to avoid a bug or a hard to play situation. SWAT teams don't deploy full less lethal in a lethal situation. You meet force with force.

1) The chances that a suspect threatens a hostage is fairly low, compared to the chances of the suspect running or attacking SWAT.

2) It doesn't actually break realism. According to the briefing, the Hologen suspects are "willing to make martyrs out of others". On the hospital, the suspects wanted the diplomat dead and already shot their way through the hospital. Why wouldn't they kill more hostages when they see SWAT, including the diplomat?

3) All I can say if that maybe the suspect that was fighting your team fired and the bullet somehow hitted the hostage. That code is mostly the base game's code. Other than the whole "insane suspects" thing, they still shoot hostages like they did in the base game. Those muzzle flashes might have been a suspect in the other room firing at a door that opened. They always do that.

4) You said it, they are impossible shots. No AI can do it, the player can't do, the snipers can't do it. I once had a situation where a incapacitated civilian fell through the floor and died (on A-bomb). Something similar might have happened to you. The game though the civilian was falling through the floor, killed him, but then decided to not destroy the body and left the killed civilian there.

I can understand the missions where the presence of officers would trigger hostages being shot. I remember old rainbow six games. Some where pretty rough. However, line of sight and distance is being ignored? Why? That is like giving them hacks and breaking all logic. What if a piece of that code is somehow breaking the other instances of it. I don't know how it is structured.

I just can't imagine I'm having these issues so much with your mod and no other mod. I've never been as frustrated with SWAT as I have been with your mod. It really sucks because I really like it and where it is going. I enjoy realism, difficulty, but I don't enjoy when its out of my hands.

The slow to respond AI swat and bad guys who can kill hostages with magic is quite...annoying.

Is there a list of the voice commands you can use with speech recognition somewhere?

Also if you start using voice and then accidentally or start using key commands the switch between red, blue, and element gets bugged out. It may show blue and you give commands to red and the other way round too.

NOTE: I'm so very adamant in my statements because I want the future of SWAT 4 to succeed and I think you have the best vision for what SWAT 4 is.

I started off enjoying the mod more than the remake mod. The remake mod is more arcade like and the only way I could enjoy it was by making custom missions. However there are issues with this mod I've never had with SWAT 4. One, I am losing an officer every mission I play. They hesitate far too long and don't give the bad guys the respect they deserve. I will watch my officers point weapons at a bad guy, wait to take a bullet, then fire and take him down. EVERY time. It doesn't matter if I use gas, stinger, flashbangs the officers won't use the proper amount of caution or level of self defense necessary to protect themselves.

Also the deal with hostages being shot well I hope you'll respond to my comment above for that.

This might have been might fault. I changed the mod's SWAT AI, so that they use single shot instead of automatic fire, since real CT teams and probably SWAT teams are trained to use single shot because it is more controllable and accurate when compared to automatic or burst fire. At least to me they seem to neutralize suspects as effectively as they usually did on the base game, and tend to incapacitate suspects more than kill them, which gives more points. And I rarely lose officers, maybe 1 in the hardest missions (Duplessis, the Hospital) but at most they get injured.

I'm having a hell of a time with my SWAT officers hesitation. I'm telling everyone that there is a true problem. When I play the mission several times over and lose officers in the same scenarios something has to be done. I don't want to say my profession over the net but its related. I understand use of force. Here are some different scenarios I'm seeing in the game

Room Clearing:
Using a flash, stinger, or gas grenade and it stuns the bad guys inside. There are stubborn bad guys as the team moves in to clear it. The bad guy is coughing and moving around freely as the officers start to move around the room. Then the bad guy is no longer stunned. Shoots an officer and then the officers react and shoot him (The bad guy if non compliant and approaching an armed officer should be shot or dealt with by the team. Either the team needs to temporarily stop clearing the room and focus on the threat or they need to neutralize that threat because a non compliant bad guy with a weapon in hand, pointing or not, while approaching an officer is not safe to allow)

Room Clearing:
-same thing except the bad guy doesn't get stunned, the officers stop and yell at him, bad guy pretends to surrender, then starts shooting, officers are wounded or incapacitated before they neutralize the threat (The officers should have a no ******** attitude on dropping suspects who pose a threat. There is no reason for an officer to take the first bullet unless they are hit in the side or back without warning)

Really there are a ton of tweaks. I've seen varied AI throughout all the mods that I've played. 11-99, SSF, remake, this one. I thought this one was the best I've seen but there are minor things like the hesitation of the AI officer and the shooting hostages by the bad guys that make it game breaking.

I take a back seat role and let my guys do what they need to do without me getting in the way. They clear the room. I'll come in last. I've watched them hesitate and be shot time and time again. This is on the fun time amusements level where you rescue that undercover officer. Lost one officer each play through and three officers on another. Two shot by the same bad guy they were yelling at.

Which first mission? There are 2 campaigns, the new "Extra Missions" Campaign has only one mission. The "SWAT 4 + Expansion" Campaign should start with Fairfax Residence. You might not have gotten the needed score to advance to the next mission

Hi, loving the mod so far and Im thankful of your hard work however I have ran into a bit of a snag. For the pump action shot gun and supressed mp5 for some reason I can't change the ammo type as it's just a picture of the gun in the equipment screen and no bullet images, in fact they aren't even usable in game as when I shoot nothing happens. Is this a glitch or normal? The other guns work perfectly fine and I can see the ammo types for those guns.

It does work as intended. I've used both pump action shotguns and the mp5sd. Maybe when you extracted it, it got cut short. I would try to delete it all, make sure you install it properly according to the readme, and try again with a freshly extracted folder from the zip file.